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wet grid ball mill

Grid ball mill is widely used in smashing all kinds of ores and other materials, ore dressing and national economic departments like building and chemical industries etc. The size of ore shall not exceed 65mm and the best feed size is under 6mm. The effect in this job is better than coarse grinding. Grid ball mill consists of the shell, feeding part, discharging part, main bearing, lubricating system, driving system and other parts. There is wearing a liner inside the shell, and both ends of the shell are provided with a flange. The end cover of the mill is connected with the flange plate. The feeding part consists of the head, trunnion and feeding device. The discharge part includes the grid plate, head, and discharge trunnion.

Wet Grid ball mill is mainly used for mixing and grinding materials in two types: dry grinding and wet grinding .It has advantages of fineness uniformity and power saving. The machine uses different types of liner to meet different customer needs. The grinding fineness of material can be controlled by grinding time. The electro-hydraulic machine is auto-coupled and decompressed to reduce the starting current, and its structure is divided into integral type and independent type.

Compared with similar products,Wet Grid ball mill has the characteristics of low investment, low energy consumption, novel structure, simple operation, stable and reliable performance. It is suitable for mixing and grinding ordinary and special materials. The users can choose the right type, liner and medium type by considering the specific gravity, hardness, yield and other factors. The grinding medium is Wet Grid ball.

1.The ball mill is composed of a horizontal cylinder, a hollow shaft for feeding and discharging, and a grinding head. The main body is a long cylinder made of steel. The cylinder is provided with an abrasive body, and the steel lining plate is fixed to the cylinder body. The grinding body is generally a steel ball and is loaded into the cylinder according to different diameters and a certain proportion, and the grinding body can also be used with a steel section.

2.According to the particle size of the grinding material, the material is loaded into the cylinder by the hollow shaft of the wet grid ball mill feeding end. When the ball mill cylinder rotates, the grinding body acts on the cylinder liner due to the action of inertia and centrifugal force and friction. It is carried away by the cylinder. When it is brought to a certain height, it is thrown off due to its own gravity. The falling abrasive body crushes the material in the cylinder like a projectile.

3.The material is uniformly fed into the first chamber of the mill by the feeding device through the hollow shaft of the feeding material. The chamber has a step liner or a corrugated liner, and various steel balls are loaded therein. The rotation of the cylinder generates centrifugal force to bring the steel ball to a certain extent. The height drops and then hits and grinds the material. After the material reaches the rough grinding in the first bin, it enters the second bin through the single-layer partition plate. The bin is embedded with a flat liner with steel balls inside to further grind the material. The powder is discharged through the discharge raft to complete the grinding operation.

The main function of the steel ball in the ball mill is to impact crush the material and also play a certain grinding effect. Therefore, the purpose of grading steel balls is to meet the requirements of these two aspects. The quality of the crushing effect directly affects the grinding efficiency, and ultimately affects the output of the ball mill. Whether the crushing requirement can be achieved depends on whether the grading of the steel ball is reasonable, mainly including the size of the steel ball, the number of ball diameters, and the ball of various specifications. Proportion and so on.

The ball mill is composed of the main part such as a feeding part, a discharging part, a turning part, a transmission part (a reduction gear, a small transmission gear, a motor, and electric control). The hollow shaft is made of cast steel, the inner lining can be replaced, the rotary large gear is processed by casting hobbing, and the barrel is embedded with wear-resistant lining, which has good wear resistance. The machine runs smoothly and works reliably.

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ball mills - an overview | sciencedirect topics

A ball mill is a type of grinder used to grind and blend bulk material into QDs/nanosize using different sized balls. The working principle is simple; impact and attrition size reduction take place as the ball drops from near the top of a rotating hollow cylindrical shell. The nanostructure size can be varied by varying the number and size of balls, the material used for the balls, the material used for the surface of the cylinder, the rotation speed, and the choice of material to be milled. Ball mills are commonly used for crushing and grinding the materials into an extremely fine form. The ball mill contains a hollow cylindrical shell that rotates about its axis. This cylinder is filled with balls that are made of stainless steel or rubber to the material contained in it. Ball mills are classified as attritor, horizontal, planetary, high energy, or shaker.

Grinding elements in ball mills travel at different velocities. Therefore, collision force, direction and kinetic energy between two or more elements vary greatly within the ball charge. Frictional wear or rubbing forces act on the particles, as well as collision energy. These forces are derived from the rotational motion of the balls and movement of particles within the mill and contact zones of colliding balls.

By rotation of the mill body, due to friction between mill wall and balls, the latter rise in the direction of rotation till a helix angle does not exceed the angle of repose, whereupon, the balls roll down. Increasing of rotation rate leads to growth of the centrifugal force and the helix angle increases, correspondingly, till the component of weight strength of balls become larger than the centrifugal force. From this moment the balls are beginning to fall down, describing during falling certain parabolic curves (Figure 2.7). With the further increase of rotation rate, the centrifugal force may become so large that balls will turn together with the mill body without falling down. The critical speed n (rpm) when the balls are attached to the wall due to centrifugation:

where Dm is the mill diameter in meters. The optimum rotational speed is usually set at 6580% of the critical speed. These data are approximate and may not be valid for metal particles that tend to agglomerate by welding.

The degree of filling the mill with balls also influences productivity of the mill and milling efficiency. With excessive filling, the rising balls collide with falling ones. Generally, filling the mill by balls must not exceed 3035% of its volume.

The mill productivity also depends on many other factors: physical-chemical properties of feed material, filling of the mill by balls and their sizes, armor surface shape, speed of rotation, milling fineness and timely moving off of ground product.

where b.ap is the apparent density of the balls; l is the degree of filling of the mill by balls; n is revolutions per minute; 1, and 2 are coefficients of efficiency of electric engine and drive, respectively.

A feature of ball mills is their high specific energy consumption; a mill filled with balls, working idle, consumes approximately as much energy as at full-scale capacity, i.e. during grinding of material. Therefore, it is most disadvantageous to use a ball mill at less than full capacity.

Grinding elements in ball mills travel at different velocities. Therefore, collision force, direction, and kinetic energy between two or more elements vary greatly within the ball charge. Frictional wear or rubbing forces act on the particles as well as collision energy. These forces are derived from the rotational motion of the balls and the movement of particles within the mill and contact zones of colliding balls.

By the rotation of the mill body, due to friction between the mill wall and balls, the latter rise in the direction of rotation until a helix angle does not exceed the angle of repose, whereupon the balls roll down. Increasing the rotation rate leads to the growth of the centrifugal force and the helix angle increases, correspondingly, until the component of the weight strength of balls becomes larger than the centrifugal force. From this moment, the balls are beginning to fall down, describing certain parabolic curves during the fall (Fig. 2.10).

With the further increase of rotation rate, the centrifugal force may become so large that balls will turn together with the mill body without falling down. The critical speed n (rpm) when the balls remain attached to the wall with the aid of centrifugal force is:

where Dm is the mill diameter in meters. The optimum rotational speed is usually set at 65%80% of the critical speed. These data are approximate and may not be valid for metal particles that tend to agglomerate by welding.

where db.max is the maximum size of the feed (mm), is the compression strength (MPa), E is the modulus of elasticity (MPa), b is the density of material of balls (kg/m3), and D is the inner diameter of the mill body (m).

The degree of filling the mill with balls also influences the productivity of the mill and milling efficiency. With excessive filling, the rising balls collide with falling ones. Generally, filling the mill by balls must not exceed 30%35% of its volume.

The productivity of ball mills depends on the drum diameter and the relation of drum diameter and length. The optimum ratio between length L and diameter D, L:D, is usually accepted in the range 1.561.64. The mill productivity also depends on many other factors, including the physical-chemical properties of the feed material, the filling of the mill by balls and their sizes, the armor surface shape, the speed of rotation, the milling fineness, and the timely moving off of the ground product.

where D is the drum diameter, L is the drum length, b.ap is the apparent density of the balls, is the degree of filling of the mill by balls, n is the revolutions per minute, and 1, and 2 are coefficients of efficiency of electric engine and drive, respectively.

A feature of ball mills is their high specific energy consumption. A mill filled with balls, working idle, consumes approximately as much energy as at full-scale capacity, that is, during the grinding of material. Therefore, it is most disadvantageous to use a ball mill at less than full capacity.

Milling time in tumbler mills is longer to accomplish the same level of blending achieved in the attrition or vibratory mill, but the overall productivity is substantially greater. Tumbler mills usually are used to pulverize or flake metals, using a grinding aid or lubricant to prevent cold welding agglomeration and to minimize oxidation [23].

Cylindrical Ball Mills differ usually in steel drum design (Fig. 2.11), which is lined inside by armor slabs that have dissimilar sizes and form a rough inside surface. Due to such juts, the impact force of falling balls is strengthened. The initial material is fed into the mill by a screw feeder located in a hollow trunnion; the ground product is discharged through the opposite hollow trunnion.

Cylindrical screen ball mills have a drum with spiral curved plates with longitudinal slits between them. The ground product passes into these slits and then through a cylindrical sieve and is discharged via the unloading funnel of the mill body.

Conical Ball Mills differ in mill body construction, which is composed of two cones and a short cylindrical part located between them (Fig. 2.12). Such a ball mill body is expedient because efficiency is appreciably increased. Peripheral velocity along the conical drum scales down in the direction from the cylindrical part to the discharge outlet; the helix angle of balls is decreased and, consequently, so is their kinetic energy. The size of the disintegrated particles also decreases as the discharge outlet is approached and the energy used decreases. In a conical mill, most big balls take up a position in the deeper, cylindrical part of the body; thus, the size of the balls scales down in the direction of the discharge outlet.

For emptying, the conical mill is installed with a slope from bearing to one. In wet grinding, emptying is realized by the decantation principle, that is, by means of unloading through one of two trunnions.

With dry grinding, these mills often work in a closed cycle. A scheme of the conical ball mill supplied with an air separator is shown in Fig. 2.13. Air is fed to the mill by means of a fan. Carried off by air currents, the product arrives at the air separator, from which the coarse particles are returned by gravity via a tube into the mill. The finished product is trapped in a cyclone while the air is returned in the fan.

The ball mill is a tumbling mill that uses steel balls as the grinding media. The length of the cylindrical shell is usually 11.5 times the shell diameter (Figure 8.11). The feed can be dry, with less than 3% moisture to minimize ball coating, or slurry containing 2040% water by weight. Ball mills are employed in either primary or secondary grinding applications. In primary applications, they receive their feed from crushers, and in secondary applications, they receive their feed from rod mills, AG mills, or SAG mills.

Ball mills are filled up to 40% with steel balls (with 3080mm diameter), which effectively grind the ore. The material that is to be ground fills the voids between the balls. The tumbling balls capture the particles in ball/ball or ball/liner events and load them to the point of fracture.

When hard pebbles rather than steel balls are used for the grinding media, the mills are known as pebble mills. As mentioned earlier, pebble mills are widely used in the North American taconite iron ore operations. Since the weight of pebbles per unit volume is 3555% of that of steel balls, and as the power input is directly proportional to the volume weight of the grinding medium, the power input and capacity of pebble mills are correspondingly lower. Thus, in a given grinding circuit, for a certain feed rate, a pebble mill would be much larger than a ball mill, with correspondingly a higher capital cost. However, the increase in capital cost is justified economically by a reduction in operating cost attributed to the elimination of steel grinding media.

In general, ball mills can be operated either wet or dry and are capable of producing products in the order of 100m. This represents reduction ratios of as great as 100. Very large tonnages can be ground with these ball mills because they are very effective material handling devices. Ball mills are rated by power rather than capacity. Today, the largest ball mill in operation is 8.53m diameter and 13.41m long with a corresponding motor power of 22MW (Toromocho, private communications).

Modern ball mills consist of two chambers separated by a diaphragm. In the first chamber the steel-alloy balls (also described as charge balls or media) are about 90mm diameter. The mill liners are designed to lift the media as the mill rotates, so the comminution process in the first chamber is dominated by crushing. In the second chamber the ball diameters are of smaller diameter, between 60 and 15mm. In this chamber the lining is typically a classifying lining which sorts the media so that ball size reduces towards the discharge end of the mill. Here, comminution takes place in the rolling point-contact zone between each charge ball. An example of a two chamber ball mill is illustrated in Fig. 2.22.15

Much of the energy consumed by a ball mill generates heat. Water is injected into the second chamber of the mill to provide evaporative cooling. Air flow through the mill is one medium for cement transport but also removes water vapour and makes some contribution to cooling.

Grinding is an energy intensive process and grinding more finely than necessary wastes energy. Cement consists of clinker, gypsum and other components mostly more easily ground than clinker. To minimise over-grinding modern ball mills are fitted with dynamic separators (otherwise described as classifiers or more simply as separators). The working principle is that cement is removed from the mill before over-grinding has taken place. The cement is then separated into a fine fraction, which meets finished product requirements, and a coarse fraction which is returned to mill inlet. Recirculation factor, that is, the ratio of mill throughput to fresh feed is up to three. Beyond this, efficiency gains are minimal.

For more than 50years vertical mills have been the mill of choice for grinding raw materials into raw meal. More recently they have become widely used for cement production. They have lower specific energy consumption than ball mills and the separator, as in raw mills, is integral with the mill body.

In the Loesche mill, Fig. 2.23,16 two pairs of rollers are used. In each pair the first, smaller diameter, roller stabilises the bed prior to grinding which takes place under the larger roller. Manufacturers use different technologies for bed stabilisation.

Comminution in ball mills and vertical mills differs fundamentally. In a ball mill, size reduction takes place by impact and attrition. In a vertical mill the bed of material is subject to such a high pressure that individual particles within the bed are fractured, even though the particles are very much smaller than the bed thickness.

Early issues with vertical mills, such as narrower PSD and modified cement hydration characteristics compared with ball mills, have been resolved. One modification has been to install a hot gas generator so the gas temperature is high enough to partially dehydrate the gypsum.

For many decades the two-compartment ball mill in closed circuit with a high-efficiency separator has been the mill of choice. In the last decade vertical mills have taken an increasing share of the cement milling market, not least because the specific power consumption of vertical mills is about 30% less than that of ball mills and for finely ground cement less still. The vertical mill has a proven track record in grinding blastfurnace slag, where it has the additional advantage of being a much more effective drier of wet feedstock than a ball mill.

The vertical mill is more complex but its installation is more compact. The relative installed capital costs tend to be site specific. Historically the installed cost has tended to be slightly higher for the vertical mill.

Special graph paper is used with lglg(1/R(x)) on the abscissa and lg(x) on the ordinate axes. The higher the value of n, the narrower the particle size distribution. The position parameter is the particle size with the highest mass density distribution, the peak of the mass density distribution curve.

Vertical mills tend to produce cement with a higher value of n. Values of n normally lie between 0.8 and 1.2, dependent particularly on cement fineness. The position parameter is, of course, lower for more finely ground cements.

Separator efficiency is defined as specific power consumption reduction of the mill open-to-closed-circuit with the actual separator, compared with specific power consumption reduction of the mill open-to-closed-circuit with an ideal separator.

As shown in Fig. 2.24, circulating factor is defined as mill mass flow, that is, fresh feed plus separator returns. The maximum power reduction arising from use of an ideal separator increases non-linearly with circulation factor and is dependent on Rf, normally based on residues in the interval 3245m. The value of the comminution index, W, is also a function of Rf. The finer the cement, the lower Rf and the greater the maximum power reduction. At C = 2 most of maximum power reduction is achieved, but beyond C = 3 there is very little further reduction.

Separator particle separation performance is assessed using the Tromp curve, a graph of percentage separator feed to rejects against particle size range. An example is shown in Fig. 2.25. Data required is the PSD of separator feed material and of rejects and finished product streams. The bypass and slope provide a measure of separator performance.

The particle size is plotted on a logarithmic scale on the ordinate axis. The percentage is plotted on the abscissa either on a linear (as shown here) or on a Gaussian scale. The advantage of using the Gaussian scale is that the two parts of the graph can be approximated by two straight lines.

The measurement of PSD of a sample of cement is carried out using laser-based methodologies. It requires a skilled operator to achieve consistent results. Agglomeration will vary dependent on whether grinding aid is used. Different laser analysis methods may not give the same results, so for comparative purposes the same method must be used.

The ball mill is a cylindrical drum (or cylindrical conical) turning around its horizontal axis. It is partially filled with grinding bodies: cast iron or steel balls, or even flint (silica) or porcelain bearings. Spaces between balls or bearings are occupied by the load to be milled.

Following drum rotation, balls or bearings rise by rolling along the cylindrical wall and descending again in a cascade or cataract from a certain height. The output is then milled between two grinding bodies.

Ball mills could operate dry or even process a water suspension (almost always for ores). Dry, it is fed through a chute or a screw through the units opening. In a wet path, a system of scoops that turn with the mill is used and it plunges into a stationary tank.

Mechanochemical synthesis involves high-energy milling techniques and is generally carried out under controlled atmospheres. Nanocomposite powders of oxide, nonoxide, and mixed oxide/nonoxide materials can be prepared using this method. The major drawbacks of this synthesis method are: (1) discrete nanoparticles in the finest size range cannot be prepared; and (2) contamination of the product by the milling media.

More or less any ceramic composite powder can be synthesized by mechanical mixing of the constituent phases. The main factors that determine the properties of the resultant nanocomposite products are the type of raw materials, purity, the particle size, size distribution, and degree of agglomeration. Maintaining purity of the powders is essential for avoiding the formation of a secondary phase during sintering. Wet ball or attrition milling techniques can be used for the synthesis of homogeneous powder mixture. Al2O3/SiC composites are widely prepared by this conventional powder mixing route by using ball milling [70]. However, the disadvantage in the milling step is that it may induce certain pollution derived from the milling media.

In this mechanical method of production of nanomaterials, which works on the principle of impact, the size reduction is achieved through the impact caused when the balls drop from the top of the chamber containing the source material.

A ball mill consists of a hollow cylindrical chamber (Fig. 6.2) which rotates about a horizontal axis, and the chamber is partially filled with small balls made of steel, tungsten carbide, zirconia, agate, alumina, or silicon nitride having diameter generally 10mm. The inner surface area of the chamber is lined with an abrasion-resistant material like manganese, steel, or rubber. The magnet, placed outside the chamber, provides the pulling force to the grinding material, and by changing the magnetic force, the milling energy can be varied as desired. The ball milling process is carried out for approximately 100150h to obtain uniform-sized fine powder. In high-energy ball milling, vacuum or a specific gaseous atmosphere is maintained inside the chamber. High-energy mills are classified into attrition ball mills, planetary ball mills, vibrating ball mills, and low-energy tumbling mills. In high-energy ball milling, formation of ceramic nano-reinforcement by in situ reaction is possible.

It is an inexpensive and easy process which enables industrial scale productivity. As grinding is done in a closed chamber, dust, or contamination from the surroundings is avoided. This technique can be used to prepare dry as well as wet nanopowders. Composition of the grinding material can be varied as desired. Even though this method has several advantages, there are some disadvantages. The major disadvantage is that the shape of the produced nanoparticles is not regular. Moreover, energy consumption is relatively high, which reduces the production efficiency. This technique is suitable for the fabrication of several nanocomposites, which include Co- and Cu-based nanomaterials, Ni-NiO nanocomposites, and nanocomposites of Ti,C [71].

Planetary ball mill was used to synthesize iron nanoparticles. The synthesized nanoparticles were subjected to the characterization studies by X-ray diffraction (XRD), and scanning electron microscopy (SEM) techniques using a SIEMENS-D5000 diffractometer and Hitachi S-4800. For the synthesis of iron nanoparticles, commercial iron powder having particles size of 10m was used. The iron powder was subjected to planetary ball milling for various period of time. The optimum time period for the synthesis of nanoparticles was observed to be 10h because after that time period, chances of contamination inclined and the particles size became almost constant so the powder was ball milled for 10h to synthesize nanoparticles [11]. Fig. 12 shows the SEM image of the iron nanoparticles.

The vibratory ball mill is another kind of high-energy ball mill that is used mainly for preparing amorphous alloys. The vials capacities in the vibratory mills are smaller (about 10 ml in volume) compared to the previous types of mills. In this mill, the charge of the powder and milling tools are agitated in three perpendicular directions (Fig. 1.6) at very high speed, as high as 1200 rpm.

Another type of the vibratory ball mill, which is used at the van der Waals-Zeeman Laboratory, consists of a stainless steel vial with a hardened steel bottom, and a single hardened steel ball of 6 cm in diameter (Fig. 1.7).

The mill is evacuated during milling to a pressure of 106 Torr, in order to avoid reactions with a gas atmosphere.[44] Subsequently, this mill is suitable for mechanical alloying of some special systems that are highly reactive with the surrounding atmosphere, such as rare earth elements.

In spite of the traditional approaches used for gas-solid reaction at relatively high temperature, Calka etal.[58] and El-Eskandarany etal.[59] proposed a solid-state approach, the so-called reactive ball milling (RBM), used for preparations different families of meal nitrides and hydrides at ambient temperature. This mechanically induced gas-solid reaction can be successfully achieved, using either high- or low-energy ball-milling methods, as shown in Fig.9.5. However, high-energy ball mill is an efficient process for synthesizing nanocrystalline MgH2 powders using RBM technique, it may be difficult to scale up for matching the mass production required by industrial sector. Therefore, from a practical point of view, high-capacity low-energy milling, which can be easily scaled-up to produce large amount of MgH2 fine powders, may be more suitable for industrial mass production.

In both approaches but with different scale of time and milling efficiency, the starting Mg metal powders milled under hydrogen gas atmosphere are practicing to dramatic lattice imperfections such as twinning and dislocations. These defects are caused by plastics deformation coupled with shear and impact forces generated by the ball-milling media.[60] The powders are, therefore, disintegrated into smaller particles with large surface area, where very clean or fresh oxygen-free active surfaces of the powders are created. Moreover, these defects, which are intensively located at the grain boundaries, lead to separate micro-scaled Mg grains into finer grains capable to getter hydrogen by the first atomically clean surfaces to form MgH2 nanopowders.

Fig.9.5 illustrates common lab scale procedure for preparing MgH2 powders, starting from pure Mg powders, using RBM via (1) high-energy and (2) low-energy ball milling. The starting material can be Mg-rods, in which they are processed via sever plastic deformation,[61] using for example cold-rolling approach,[62] as illustrated in Fig.9.5. The heavily deformed Mg-rods obtained after certain cold rolling passes can be snipped into small chips and then ball-milled under hydrogen gas to produce MgH2 powders.[8]

Planetary ball mills are the most popular mills used in scientific research for synthesizing MgH2 nanopowders. In this type of mill, the ball-milling media have considerably high energy, because milling stock and balls come off the inner wall of the vial and the effective centrifugal force reaches up to 20 times gravitational acceleration. The centrifugal forces caused by the rotation of the supporting disc and autonomous turning of the vial act on the milling charge (balls and powders). Since the turning directions of the supporting disc and the vial are opposite, the centrifugal forces alternately are synchronized and opposite. Therefore, the milling media and the charged powders alternatively roll on the inner wall of the vial, and are lifted and thrown off across the bowl at high speed.

In the typical experimental procedure, a certain amount of the Mg (usually in the range between 3 and 10g based on the vials volume) is balanced inside an inert gas atmosphere (argon or helium) in a glove box and sealed together with certain number of balls (e.g., 2050 hardened steel balls) into a hardened steel vial (Fig.9.5A and B), using, for example, a gas-temperature-monitoring system (GST). With the GST system, it becomes possible to monitor the progress of the gas-solid reaction taking place during the RBM process, as shown in Fig.9.5C and D. The temperature and pressure changes in the system during milling can be also used to realize the completion of the reaction and the expected end product during the different stages of milling (Fig.9.5D). The ball-to-powder weight ratio is usually selected to be in the range between 10:1 and 50:1. The vial is then evacuated to the level of 103bar before introducing H2 gas to fill the vial with a pressure of 550bar (Fig.9.5B). The milling process is started by mounting the vial on a high-energy ball mill operated at ambient temperature (Fig.9.5C).

Tumbling mill is cylindrical shell (Fig.9.6AC) that rotates about a horizontal axis (Fig.9.6D). Hydrogen gas is pressurized into the vial (Fig.9.6C) together with Mg powders and ball-milling media, using ball-to-powder weight ratio in the range between 30:1 and 100:1. Mg powder particles meet the abrasive and impacting force (Fig.9.6E), which reduce the particle size and create fresh-powder surfaces (Fig.9.6F) ready to react with hydrogen milling atmosphere.

Figure 9.6. Photographs taken from KISR-EBRC/NAM Lab, Kuwait, show (A) the vial and milling media (balls) and (B) the setup performed to charge the vial with 50bar of hydrogen gas. The photograph in (C) presents the complete setup of GST (supplied by Evico-magnetic, Germany) system prior to start the RBM experiment for preparing of MgH2 powders, using Planetary Ball Mill P400 (provided by Retsch, Germany). GST system allows us to monitor the progress of RBM process, as indexed by temperature and pressure versus milling time (D).

The useful kinetic energy in tumbling mill can be applied to the Mg powder particles (Fig.9.7E) by the following means: (1) collision between the balls and the powders; (2) pressure loading of powders pinned between milling media or between the milling media and the liner; (3) impact of the falling milling media; (4) shear and abrasion caused by dragging of particles between moving milling media; and (5) shock-wave transmitted through crop load by falling milling media. One advantage of this type of mill is that large amount of the powders (100500g or more based on the mill capacity) can be fabricated for each milling run. Thus, it is suitable for pilot and/or industrial scale of MgH2 production. In addition, low-energy ball mill produces homogeneous and uniform powders when compared with the high-energy ball mill. Furthermore, such tumbling mills are cheaper than high-energy mills and operated simply with low-maintenance requirements. However, this kind of low-energy mill requires long-term milling time (more than 300h) to complete the gas-solid reaction and to obtain nanocrystalline MgH2 powders.

Figure 9.7. Photos taken from KISR-EBRC/NAM Lab, Kuwait, display setup of a lab-scale roller mill (1000m in volume) showing (A) the milling tools including the balls (milling media and vial), (B) charging Mg powders in the vial inside inert gas atmosphere glove box, (C) evacuation setup and pressurizing hydrogen gas in the vial, and (D) ball milling processed, using a roller mill. Schematic presentations show the ball positions and movement inside the vial of a tumbler mall mill at a dynamic mode is shown in (E), where a typical ball-powder-ball collusion for a low energy tumbling ball mill is presented in (F).

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The quality of every product, or material analysis, depends on the quality of the sample preparation. It is therefore extremely important to consider all individual milling parameters in order to make an informed choice: material properties, feed size and volume of the sample, grinding time and desired final particle size, any abrasion of the grinding parts all these factors are significant.

For this reason, LAVAL LAB offers a wide selection of high-performance mills, in various product groups, for every application and every specific need: Planetary Ball Mills, Ball Mills, Cutting and Beater Mills, Rotor Mills, Jaw Crushers, Roll Crushers, Cone Crushers, Disk Mills and Mortar Grinders.

Take advantage of our expertise, contact us to select the best equipment for your samples. [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Knife Mill Blender Pulverisette 11 $1.00 Knife Mill Blender Pulverisette 11 $1.00 The Knife Mill Homogenizer Pulverisette 11 is the ideal Laboratory Mixer for fast size reduction and homogenization of Food samples Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Cutting Mill Pulverisette 19 for Cannabis Processing $1.00 Cutting Mill Pulverisette 19 for Cannabis Processing $1.00 The Pulverisette 19 Universal Cutting Mill System has been optimized for Cannabis Processing. 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Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Laboratory Rotor Mill Pulverisette 14 $1.00 Laboratory Rotor Mill Pulverisette 14 $1.00 The Variable Speed Rotor Mill Pulverisette 14 is an all-purpose mill for rapid crushing of medium-hard to soft materials, even temperature-sensitive products. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Power Cutting Mill Pulverisette 25 $1.00 Power Cutting Mill Pulverisette 25 $1.00 The Pulverisette 25 is a powerful cutting mill for the coarse grinding of dry, soft to medium-hard or fibrous materials and plastics. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Planetary Mono Mill Pulverisette 6 $1.00 Planetary Mono Mill Pulverisette 6 $1.00 The Planetary Mono Mill Pulverisette 6 is recommended for extremely rapid, batch grinding of hard to soft material, dry or in suspension, down to colloidal fineness. It is also an ideal laboratory instrument for mixing and homogenising of emulsions. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Planetary Micro Mill Pulverisette 7 $1.00 Planetary Micro Mill Pulverisette 7 $1.00 The Planetary Micro Mill Pulverisette 7 is designed for uniform, and extremely fine size reduction of very small samples of hard to soft material, dry or in suspension, down to colloidal fineness. Also designed for mixing and homogenising of emulsions or pastes. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Nano Range Planetary Mill Pulverisette 7 Premium $1.00 Nano Range Planetary Mill Pulverisette 7 Premium $1.00 Thanks to the high rotational speedof up to 1100 rpm for the main disc, this high-tech Planetary Mill, Pulverisette 7 Premium,easily grinds down to the nanometer range. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Planetary Ball Mill Pulverisette 5 $1.00 Planetary Ball Mill Pulverisette 5 $1.00 The Planetary Ball Mill Pulverisette 5 allows fast and very fine grinding of hard to soft material, dry or in suspension, down to colloidal fineness. It can also be used for mixing and homogenising of emulsions and pastes. Grinding capacity of up to 8 samples per operation. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Laboratory Mini Mill Pulverisette 23 $1.00 Laboratory Mini Mill Pulverisette 23 $1.00 The Mini Ball Mill Pulverisette 23 is used for fine grinding of small quantities of dry samples or solids in suspensions, as well as mixing and homogenisation of emulsions. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Planetary Mill Pulverisette 4 for mechanical alloying and mechanical activation $1.00 Planetary Mill Pulverisette 4 for mechanical alloying and mechanical activation $1.00 The Vario Planetary Mill Pulverisette 4 is ideal for mechanical activation and alloying.It offers thefreedom toprogramall grinding parametersthroughPC software to achieve the desired effect on the sample. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Mortar Grinder Pulverisette 2 $1.00 Mortar Grinder Pulverisette 2 $1.00 The Automatic Mortar Grinder Pulverisette 2 is ideal for universal grinding of medium-hard-brittle to soft-brittle materials (dry or in suspension) to analytical fineness, as well as for formulation and homogenisation of pastes and creams at laboratory scale. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Laboratory Jaw Crusher Pulverisette 1 $1.00 Laboratory Jaw Crusher Pulverisette 1 $1.00 This Laboratory Jaw Crusher is designed for fast and effective pre-crushing of very hard, hard, medium-hard, and brittle materials, even ferrous alloys. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Laboratory Disc Pulverizer Pulverisette 13 $1.00 Laboratory Disc Pulverizer Pulverisette 13 $1.00 The Laboratory Disc Pulverizer Pulverisette 13 is designed for batch or continuous fine grinding of hard-brittle to medium-hard solids. Quantity Add to Quote request Quick View [yith_wcwl_add_to_wishlist] Quick View Crushers, Pulverizers, Grinders Laboratory Cutting Mill Pulverisette 15 $1.00 Laboratory Cutting Mill Pulverisette 15 $1.00 This Laboratory Cutting Mill is recommended for size reduction of dry sample material with soft to medium-hard consistency, for fibrous materials or cellulose materials. Quantity Add to Quote request Quick View

The High Energy Planetary Ball Mill Pulverisette 5 PREMIUM with 2 working stations is the ideal mill for fast, wet or dry, grinding of larger sample quantities down to the nanometer range, with the highest safety standards.

The Ring & Puck Mill Pulverisette 9 is designed for extremely fast pulverizing (speed up to 1500 rpm) of hard, brittle and fibrous laboratory samples, dry or in suspension, down to analytical fineness.

The Planetary Mono Mill Pulverisette 6 is recommended for extremely rapid, batch grinding of hard to soft material, dry or in suspension, down to colloidal fineness. It is also an ideal laboratory instrument for mixing and homogenising of emulsions.

The Planetary Micro Mill Pulverisette 7 is designed for uniform, and extremely fine size reduction of very small samples of hard to soft material, dry or in suspension, down to colloidal fineness. Also designed for mixing and homogenising of emulsions or pastes.

The Planetary Ball Mill Pulverisette 5 allows fast and very fine grinding of hard to soft material, dry or in suspension, down to colloidal fineness. It can also be used for mixing and homogenising of emulsions and pastes. Grinding capacity of up to 8 samples per operation.

The Vario Planetary Mill Pulverisette 4 is ideal for mechanical activation and alloying.It offers thefreedom toprogramall grinding parametersthroughPC software to achieve the desired effect on the sample.

The Automatic Mortar Grinder Pulverisette 2 is ideal for universal grinding of medium-hard-brittle to soft-brittle materials (dry or in suspension) to analytical fineness, as well as for formulation and homogenisation of pastes and creams at laboratory scale.

paragoomba - super mario wiki, the mario encyclopedia

Paragoombas (originally formatted as Para-Goombas[1][2] and also known as Winged Goombas[3]) are Goombas that have small wings protruding from either their head or torso. Just like Koopa Paratroopas, they jump up and down and shed their wings and change into their regular form upon being stomped on the head.

Para-Goombas made their debut in Super Mario Bros. 3, in which they appear as somewhat common enemies. The first Para-Goomba appears after the Goomba after the ? Block (which contained a Super Leaf) in World 1-1. Red Para-Goombas attack by hopping low along the ground, with a larger jump every third hop, while brown ones attack by flying in the sky and dropping Micro-Goombas.

Ordinary Paragoombas do not appear in Super Mario World; however, the localization team at the time gave the name to a similar but different species (Kuribon, later called Galoomba). As such, there are two equivalents of Para-Goombas in name and function: Para-Goombas (Para Kuri in Japan) utilize parachutes, and Flying Goombas (Pata Kuri in Japan) have wings.

Para-Goombas appear in Super Mario Land 2: 6 Golden Coins, acting like the red ones in Super Mario Bros. 3. However, their artwork depicts them as being brown. In Pumpkin Zone Special Area 1, they instead fly around.

Paragoombas appear very rarely in New Super Mario Bros., only being found in a single level, World 2-4, where only two of them appear. They act mostly like the red ones in Super Mario Bros. 3, despite being brown; when Mario jumps over them, they turn behind and follow him. One stomp turns them into regular Goombas, two stomps defeat them, and a Ground Pound takes them out instantly.

Paragoombas appear in New Super Mario Bros. Wii. They act just like they do in its predecessor, but they are more common. They only appear in World 7-5 and World 8-2. Like other enemies, Paragoombas can now be defeated with a Spin Jump, which does the same effect as a ground pound; it takes out a Paragoomba instantly.

In Super Mario Galaxy 2, Paragoombas appear as an enemy once again. However, instead of hopping on the ground, they can actually fly up and down or side to side. This is the first time that Paragoombas appear in a 3D Super Mario platformer game. There is also a giant form of Paragoombas in Supermassive Galaxy. If Mario jumps on them, they get flattened and disappear, instead of becoming a regular Goomba; the latter only happens if they are licked by Yoshi. They are one of the few enemies that did not appear previously in the predecessor.

Paragoombas make an appearance once again in New Super Mario Bros. 2. They maintain their behavior from New Super Mario Bros. Wii. When Mario touches a Gold Ring, the Paragoombas turn into gold versions of themselves and can produce coins when hit.

Paragoombas make a reappearance in Super Mario Maker, its 3DS port, and its sequel if a player puts wings on an ordinary Goomba. It behaves like the red Paragoombas from Super Mario Bros. 3, as it follows Mario in an attempt to hurt him. When a Paragoomba is at the base of an enemy tower, it can make the whole tower hop, no matter how tall it is. A Paragoomba becomes a Big Paragoomba when given a Super Mushroom.

Paragoombas appear in Super Mario Odyssey. They are found in the Cap Kingdom (except for when Mario first arrives) and a secret area in the Wooded Kingdom, and can be captured by Mario with Cappy. Once captured, Mario can fly by pressing the button, and shaking the Joy-Con allows him to fly faster. Vertically, he can only fly up to a short specific height; however, this maximum height increases if Mario lands on ground higher than he previously was on. Horizontally, he can fly all the way to the level boundaries. The Paragoombas in the Cap Kingdom wear black top hats that Mario must knock off with a Cap Throw before he can capture them.

Para-Goombas appear in many episodes of The Adventures of Super Mario Bros. 3, such as "True Colors" and "Super Koopa", which feature them as underlings of King Bowser Koopa, as well as the Koopalings.

As Mario explores the Mushroom Kingdom in Double Trouble, he can encounter a swarm of Para-Goombas, which begin dropping Micro-Goombas on him. If Mario decides to try and pick the Micro-Goombas off instead of immediately running for cover, he is overwhelmed, but ultimately left alone when the Para-Goombas find him unappetizing. If Mario runs for cover in some pipes, he picks the Micro-Goombas off, and waits until the Para-Goombas get bored waiting for him to come out and leave.

In Yoshi's Safari, Para-Goombas are known as Flying Goombas[4] and appear quite frequently as enemies. They attack Mario and Yoshi by charging into them, inflicting a minimal amount of damage. A Flying Goomba in Yoshi's Safari can be defeated by shooting it with Mario's Super Scope once.

In Hotel Mario, Para-Goombas are known as Flying Goombas[5]. They aimlessly attempt to fly on the floors of Lemmy's High-ate Regency Hotel. However, some Flying Goombas have Banzai Bill avengers that come at Mario if he stomps the Goomba. They have a tougher variation called the Rhinestone Goomba.

Though absent from games for some time, Paragoombas make a reappearance in Paper Mario. They are enemies encountered early in the game, on Goomba Road. In Paper Mario, Paragoombas attack by swooping downward. They can only be damaged by being jumped on or by having an item used against them. When Mario jumps on them, they lose their wings and become regular Goombas. In all, they are almost exactly the same as normal Goombas.

In Paper Mario: The Thousand-Year Door, Paragoombas appear as enemies in several locations, such as Rogueport Sewers, Petal Meadows, and Hooktail Castle. Just as in Paper Mario, Paragoombas are immune to grounded attacks, such as Koops' Shell Toss and Admiral Bobbery's Bomb. They cannot be targeted with the hammer, with the exception of Hammer Throw.

After Bowser enters Poshley Sanctum, he finds the replica Garnet Star, breaking it in surprise after Pennington tells him it is fake. A Paragoomba comes in through the window and tells Bowser that Mario has collected all of the Crystal Stars and can now open the Thousand-Year Door, and Bowser leaves in an attempt to get there before Mario.

In Super Paper Mario, Paragoombas appear as basic enemies in Lineland, Gloam Valley, and The Bitlands. They can be defeated by such attacks as being jumped on, or by being attacked by a Pixl. Jumping on a Paragoomba causes it to automatically lose its wings. They appear in the Flipside Pit of 100 Trials in rooms 12 and 26.

Paragoombas reappear in the Nintendo 3DS game Paper Mario: Sticker Star, with a slightly different design more closely resembling that of the Paragoombas in New Super Mario Bros. Wii. They appear in World 1's last level Goomba Fortress, and appear commonly in World 2. They have more HP and attack than their previous iterations. They still are not very powerful, but they can come in groups of two or three and aid Spinies, Paratroopas, Spikes, Pokeys and Swoops for extra help. Two new sub-species, the 5-Fold Paragoomba and Shiny Paragoomba, were also introduced. Their only method of attack is jumping on Mario. Paragoombas try to trick the player because if the player uses a hammer type sticker (except the Hurlhammer sticker), Paragoombas jump up in the air, meaning Mario's attack has been dodged. Paragoombas can be beaten in the first strike without engaging in combat with them once the player has two Royal Stickers.

Paragoombas reappear in Paper Mario: Color Splash. They have the same appearance and behavior as they do in Paper Mario: Sticker Star. They can appear in battle after being called in by a Whistle Snifit. A Paragoomba Card also appears in the Sacred Forest.

Paragoombas appear as NPCs in Mario & Luigi: Paper Jam, after the Mario brothers defeat Wiggler, it faints and four Paragoombas carry it up to the sky before it transforms into a Flutter. Later in the game, only paper versions appear as enemies.

Paragoombas appear in Mario & Luigi: Superstar Saga + Bowser's Minions, where they are enemies and allies in Minion Quest: The Search for Bowser. They first appear in the level "Winged Traitors". They are Flying troopers, and attack by swooping into enemies. Their Special Skill, Cranium Crush, involves them flying above an enemy and slamming down on them.

Paragoombas appear in Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey as enemies and recruitable allies in the Bowser Jr.'s Journey mode. Like other Goomba variants, Paragoombas are weak against yellow Shy Guy.

Paragoombas also appear as enemies in Super Princess Peach. They again drop Goombettes, but this time, they completely weigh Princess Peach down. This game also introduces Paragoombas that have been altered by the Vibe Scepter, Sad Paragoombas. Red Paragoombas return, and they have their same traits as in Super Mario Bros. 3, only being able to hop. However, they can jump low and high. There is also a variety of vibe-induced Red Paragoombas Mad Red Paragoombas. Both respond the same to attacks as Paragoombas in other 2D titles, in that one stomp takes away their wings.

Paragoomba became playable for the first time in the game Mario Superstar Baseball, which features Goomba and Paragoomba as a member of Donkey Kong's team. Paragoomba is a Speed-type character, with a good speed stat, but it is a poor batter and his pitching is the worst in the game, while its fielding is average. Its ability is Super Jump, which allows it to make large leaps into the air in order to catch the ball. Paragoomba shares good chemistry with Goomba, Koopa Paratroopa and Monty Mole.

Paragoomba reappears as a playable character in Mario Super Sluggers. Its batting stat is the same as in the predecessor and it is slower than it was before, but its fielding was improved and its pitching was greatly improved, with both stats being above average. Paragoomba has good chemistry with Goomba, Monty Mole, and the two Koopa Paratroopas. Paragoomba has bad chemistry with Toad, Toadsworth and Toadette. Paragoomba is no longer on Donkey Kong's team, now being on Wario's team instead.

A Paragoomba can be seen in Mario Party: Island Tour on the Star-Crossed Skyway board alongside Flutter and a Paratroopa on the first, second, and fourth Star Stages. It gives out five Mini Stars. They also appear in the minigame Sky'd and Seek.

This section is referring to a subject in an upcoming or recently released game. When the game is released, or more information about this subject is found, this section may need major rewriting. This notice should be removed after a month has passed since the game was first released.

Paragoombas debut in the Dr. Mario series as assistants in Dr. Mario World. Their stage mode skill is increasing the player's base score depending on how many blue viruses they eliminate. Their versus mode skill is granting a chance of a shell appearing when all the viruses in the stage are eliminated.

"A Goomba with wings. Just like Koopa Paratroopa, Paragoombas lose their wings and turn into Goombas if they get stepped on. The Goomba family is made up of expert bunters, although no one really makes a big deal out of it, bunting, after all, isn't all that glamorous."

thermal treatments affect breakage kinetics and calcium release of fish bone particles during high-energy wet ball milling - sciencedirect

Nano-scaled fish bone (about 110nm) was prepared using wet ball milling.Thermal temperature affected breakage and calcium release of fish bone.As temperature increased, bone became porous and mechanical parameters decreased.120C & 20min was optimal for breakage and calcium release of fish bone.

Effects of thermal treatments on breakage and calcium release of fish bone particles during high-energy wet ball milling were investigated. Heating temperature (55130C) showed much more obvious influences on the breakage and calcium release than heating time (2060min). As heating temperature increased from 55C to 120C, fish bone matrix became more porous, and mechanical parameters of fish bone remarkably decreased (p<0.05). Furthermore, particle size of the fish bone after milling reached a limit (approximate 110nm) in a shorter time and calcium release was enhanced. Regardless of heating time, size of the fish bone particles was not significantly different (p>0.05) between the samples treated with 120C and 130C during milling, while calcium release was higher for the latter sample. Breakage kinetics and calcium release of fish bone particles were fitted with the first-order exponential decay function and the Higuchi equation, respectively.

metallurgy & mineral processing - over 9000 members and growing

Ask for Help with Questions /Offer Answers /Give and Receive Ideas, Solutions & Opinions Hello and welcome to 911 Metallurgist Mineral Processing/Metallurgy Community Discussion Forums. Pleasejoin meand other Mineral Processing Industry Professionalsin a this uniquely friendly environment.

Forum Search Please SELECT YOUR TOPIC of interest (From List Below) to Read or ADD A TOPIC (Ask a Question):Crushing, Screening & ConveyingAll aspects of crushing, ore conveyingand screening operation and maintenance: Discuss any type of crushers: gyratory, jaw, cone, roll, HPGR, impact, hammer, etc. Crusher liner, lubrication, mantle, bowl, spider and all other components. Ore transportation on conveyor belts and through classification systems such as vibrating screens, grizzlies and feeders. Coarse or fine ore stockpile management questions are also welcome.Discussion/Question TopicLast activityRepliesCalibration secondary and tertiary crushers by NetsieNetsie1What is the best way to clean hpgr rollers? by alitorabi1369mohammad13646How to theoretically calculate energy consumption of various... by pandamanishankarAlex Doll1Applying laws of comminution to predict energy consumption. by shayneAmyCarter2Cone Crusher Shaft Broken by [email protected] an old Ball Mill in Creede, Colorado USA by LordPageDavid1DSM Screen Sizing by BrantTSmartDog2Grinding & Classification CircuitsAll aspects of grindingand product classification systems; theiroperation and maintenance: Discuss any type of grinding mills: SAG, AG, rod mill, ball/tube mill or regrind (verti-mill/tower-mill, ISA, Detritors SMD). Mill operating speed, density, circulating loads, liner, lubrication,and other components. 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chain chomp - super mario wiki, the mario encyclopedia

Chain Chomps (occasionally called simply Chomps, alternatively formatted as Chain-Chomps, also called Chain Chompers[1][2]) are common enemies in the Mario franchise. They first appeared in Super Mario Bros. 3. Chain Chomps bear a resemblance to a ball and chain and are typified by their large, tooth-filled maws and incessant biting. Shigeru Miyamoto's inspiration for the Chain Chomps was from a childhood experience: a dog once ran up to him and tried to bite him, but the dog's chain held it back.[3] As a result, Chain Chomps also possess canine qualities, such as barking, and are commonly used as guard dogs throughout the Mario series. Chain Chomps were originally created as an enemy for The Legend of Zelda series, but ended up being used for the Mario franchise first.[4] Many Chomps have been part of the Koopa Troop, though a couple of them have been shown to be independent. Despite their English name, not all Chain Chomps have chains, or even chomp; many later depictions of chainless Chain Chomps have them rolling around like boulders.

Chain Chomps first appear in World 2-5 of Super Mario Bros. 3 for the Nintendo Entertainment System/Family Computer. A related enemy, the flying Fire Chomps, also first appear in this game. The Chain Chomps are attached to Wooden Blocks and try to lunge at Mario. If they tug on their chain 50 times or if the timer hits 160 seconds, all Chain Chomps come loose. They return in the remakes, Super Mario All-Stars and Super Mario Advance 4: Super Mario Bros. 3. For some reason, in the remakes, the ones in World 5-1 have blue mouths instead of red.

In Super Mario 64 and its remake, Super Mario 64 DS, a giant Chain Chomp (hyphenated in the latter; also known as the Big Chomp[5] or "Bomb"[6]) is found in Bob-omb Battlefield, guarding a jail cell containing the Power Star involved in the mission Behind Chain Chomp's Gate. It is attached to a wooden peg, and lunges at the player if they get too close. It will cause Mario (or Yoshi, Luigi and Wario in the DS remake) to lose three health points if it runs into them. It is temporarily immobilized if it is hit with a Bob-omb or a box (or Yoshi's eggs in the DS version). In order to obtain the Star that Chain Chomp guards, the Chain Chomp's post must be Ground Pounded three times, breaking the chain. Once the Chain Chomp is free, it jumps around, smashing the jail cell open in the process, and leaps away, allowing Mario to reach the Star. In addition to its role in this Star, one of the level's Red Coins is located above the Chain Chomp's post.

In Super Mario 64 DS, it is also possible for Luigi to use a Power Flower to pass through the jail cell to reach the Power Star, and Wario only needs to ground-pound the peg once due to his weight. During the mission 5 Silver Stars!, the Chain-Chomp is moved to the open area near its normal location. It is no longer chained to a peg, allowing it to roam in the area. One of the Silver Stars is located on the end of its chain. Super Mario 64 DS also features a Chain-Chomp in multiplayer mode, on the Castle Grounds stage. It serves a similar purpose as in the 5 Silver Stars! mission above: one of the Stars the players must collect it again on the end of its chain. This is the game that finalized the design for the Chain-Chomp's head, most noticeably in the eye position.

Chain Chomps were first given their iconic dog bark in Super Mario 64. This has since been used throughout the Mario series. In the Wii Virtual Console version of the original, the Chain Chomp's mouth is miscolored a dull purplish color rather than bright pink. They also sounded like "wan wan" in the Japanese version due to their Japanese name being "Wanwan." In the American and PAL versions, it was changed to sound more like a dog barking.

Super Mario Sunshine is the first game to feature the Chain Chomp with a realistic linking chain rather than loosely connected orbs or rings as seen in the older games. It is also the first game to feature the species' current design, albeit with a large X-shaped scar on its forehead and yellow rings around the eyes.

Small, puppy-like Chain Chomps called Chain Chomplets as well as a larger (possibly parent) Chain Chomp, appear in Pianta Village. However, this Chain Chomp differs from others of its species, because it has a deep, X-shaped scar on the top left side of its head. Both the Chain Chomp and the Chain Chomplets are hot, and will burn Mario if he touches them. The only way to cool them off is with water, but this only provides a temporary remedy. The Chain Chomplets appear on the first Pianta Village mission, where Mario must launch them into the spring to cool them after calming them down with water from F.L.U.D.D.. After doing so, the player will be rewarded with a Shine Sprite.

The larger Chain Chomp (also called a Chomp[7]) appears in the fourth episode. It is sitting out in the sun, chained to a stake in the ground and red hot from rage. It is refusing to take a bath. In order to cool its temper, Mario must first release the chain, which causes it to go on a "rampage" throughout the village. Also, like the Chomplets, this Chain Chomp is orange when angry, black when temporarily calmed, and the color of a shiny metal when it is placed in a body of water. In the Chain Chomp's case, it is golden, as its smaller counterparts are silver. When Mario grabs the chain, he must pull the Chain Chomp (from behind) into its hemispherical tub filled with water. Since this Chain Chomp is massive and heavy, Mario has trouble pulling it and thus moves slowly. While pulling the Chain Chomp, it will eventually heat back up with rage and overpower Mario, after which he must cool it off with a Water Barrel, or by spraying it with water, although if the player attempts the latter, F.L.U.D.D. will warn Mario that the Chain Chomp is avoiding him, and if Mario continues to spray him, F.L.U.D.D. will suggest that Mario toss a Water Barrel at it. When the Chain Chomp is placed in the tub, it will calm down and turn a golden color. Then, a Shine Sprite appears above it.

Compared to most others, this Chain Chomp appears more docile and evasive. If Mario stands in its way, and there is another path between it and Mario, it will usually elect to take the alternate path.

Chain Chomps appear as extremely rare enemies in New Super Mario Bros. In fact, there is only a single level they appear in, which is World 6-6, and there are only three of them. In this game, the Chain Chomps have their usual bark and lunging attack, and weaknesses: Koopa Shells and Starmen. They have a new weakness: the Mega Mushroom. They are also defeated by pounding the post three times, which releases three coins. The last post in the level can also be used to reach six coins and a 1-Up, and the second one has a Star Coin. The post still stays if the Chain Chomp is defeated with a shell, Starman, or Mega Mushroom, allowing Mario or Luigi to still Ground Pound it three times and get three coins.

Chainless Chomps appear in Super Mario Galaxy, where they roll around like boulders, but without the boulders' weak spot. They can roll in circles, around planets, or even in paths off the sides of planets (in which case they typically are infinitely spawned from a cannon). If Mario or Luigi step in front of the Chomp, he will be knocked over and hurt. In the Single Player Mode, Chomps can only be defeated with the use of a Rainbow Star, a rubbery bulb, or a Bob-omb. In the Cooperation mode, one player can hold one Chomp's back still while the other player spins it in the front, or one player makes one Chomp stunned while another collides with it. In any case, defeating one will make it explode into many Star Bits. A small new variety of Chomp, known as Mini Wanwan, come out of doghouses and are found only in the Dreadnought Galaxy. Medium-sized Chomps also appear on the Chomp Saucer planet in the Good Egg Galaxy, though are not officially distinguished. A Gold Chomp also appears in the Gusty Garden Galaxy; defeating it with a nearby Rainbow Star gives Mario a Power Star.

The Chain Chomp makes its return in the game New Super Mario Bros. Wii. One larger Chain Chomp is seen pulling a make-shift chariot for Iggy Koopa, one of the Koopalings. Every time Iggy is hit by Mario, the Chain Chomp turns red similar to the one in Super Mario Sunshine and goes on a short rampage.

Chain Chomps also appear in World 7-2. In this stage, they are attached to a wooden stake, and Mario can free them by Ground Pounding the stake three times. Chain Chomps can also be defeated by running toward them with a Star. This time, pounding the stake enough times makes it bounce in the direction it was facing, and then fall off the stage after hitting a solid wall. This can destroy Brick Blocks and hurt nearby players.

In Super Mario Galaxy 2, Chomps reappear, first in the Flip-Swap Galaxy as the common obstacle there. They later reappear in the Chompworks Galaxy, where they make their most prominent appearance, the galaxy being focused on them. Chomps behave the same way as they did in Super Mario Galaxy. In one part of the Flipsville Galaxy, two paths of Chomps intersect so they automatically collide, making a large amount of Star Bits. Gold Chomps and Mini Wanwan reappear, while a homing version called the Silver Chomp is introduced as well.

Chain Chomps later appear in Super Mario 3D Land. In this game, they have dark blue heads, as in recent appearances, but as in Super Mario Bros. 3, their chains are not-linked rings; their heads are also smaller, similar to that game. The Chain Chomps in this game possess a short wooden stake, compared to the long, yellow, polka-dotted stake in New Super Mario Bros. Wii. In this game, they repeat their tactic of charging in the player's direction, like in their 2D platforming appearances. The player can defeat a Chain Chomp by ground-pounding the stake the Chain Chomp is connected to. Their heads can be jumped on by Mario, but it does not damage them. When Mario throws a Fireball at the Chain Chomp, it stuns it for a short while.

Once again, Chain Chomps appear in New Super Mario Bros. 2. They behave as they did in the previous titles, but rather than the standard link chains in the previous New Super Mario Bros. titles, they have unlinked chains. They can be knocked out with a Ground Pound, Star, or a Gold Flower. One pulls Iggy Koopa's chariot during the boss battle as it did in New Super Mario Bros. Wii. Like in the previous game, it is defeated along with Iggy. They appear in World 2-5 and World Mushroom-B.

Chain Chomps reappear in New Super Mario Bros. U in the level Waddlewing's Nest in Rock-Candy Mines. In this game, their stake is triangular rather than rectangular. The stake must be ground-pounded only once to release the Chomp. Upon defeat, a Chain Chomp yields eight coins. Their chains are linked once again.

Chain Chomps reappear in Super Mario Maker and Super Mario Maker for Nintendo 3DS, acting like they usually would. The player places them with the stake they are tied to, thus can be hanged from suspended blocks or travel along rails. Shaking them causes the stake to disappear, allowing them to hop across the ground; these Chain Chomps are also referred to as Unchained Chomps[8], although the vocal cue does not change except in Super Mario Maker 2. A Chain Chomp can turn into an Unchained Chomp if the stake is taken out via ground-pounding it in the New Super Mario Bros. U game style or by having a heavy enemy such as a Thwomp land on it in any style, or by allowing the Chain Chomp to lunge fifty times in the Super Mario Bros. 3 game style.

Big Chain Chomps can be created by dragging a Super Mushroom onto the Chain Chomp. These Chain Chomps act similarly, except much larger. Chain Chomps can also be given wings, allowing them to fly when chained and lunging, and when unchained, the wings let them jump higher as they move across the screen. If placed inside a block, pipe, or Bill Blaster, they automatically become unchained. When attached to rails unchained, it will face downwards, swinging around. Additionally, Chain Chomps can be placed in the Koopa Clown Car, and enemies can be placed on top of them and vice versa; while it is chained, the enemy is on top of the stake, but when unchained, the enemy is on top of the Chain Chomp itself. When inside a Koopa Clown Car with the stake attached, it will stay still, lunging at the player like it normally does. Finally, while on top of an enemy, the Chain Chomp is completely stationary when not on a stake, but with it the stake is attached to the enemy.

Chain Chomps reappear in Super Mario Odyssey, where they are found in the Cascade Kingdom. Their chains are connected by magnetic rings that seem to act as elastics, and they have scratches on their heads and teeth. When they see Mario, they jump in the air facing his direction surprised with a bark, then attack by pulling back on their chain using it like an elastic to fling themselves in Mario's direction.

They can be captured by Mario and Cappy. When Mario controls a Chain Chomp, he is able to extend the chain and release to launch himself into walls and other objects similar to how they do it themselves. This enables Mario to access secret areas previously blocked by the walls. If Mario captures a Chain Chomp then gets hit by another, he will be thrown out of the vessel.

There are two different kinds of Chain Chomps found throughout: normal sized ones with a blueish hue and Big Chain Chomps with smaller eyes and a jet black color scheme, the latter of which can be used to break open very large rocks and even mountainsides. In addition, Madame Broode, a boss in this game, owns a golden Chain Chomp who fights as her pet. She refers to it as Chain Chompikins, though the in-game Capture List refers to it simply as Broode's Chain Chomp. Her Chain Chomp can be captured in the same manner as an ordinary one (after its hat is removed), and must be slammed into Madame Broode's face to defeat her. They are both fought twice in the game (in the Cascade and Moon Kingdoms).

Chain Chomps make several appearances in The Adventures of Super Mario Bros. 3, appearing in such episodes as "Reptiles in the Rose Garden" and "The Venice Menace". They are guard dogs of the Koopa King, and they attack Mario and Luigi. They seem to be in a lot of episodes that Kootie Pie is in, and they seem to listen to her. They are also shown to be able to swim in The Venice Menace where they bite holes in Mario and Luigi's boat.

If Mario chooses to use a shortcut to Fort Koopa while traveling through the Koopahari Desert in Double Trouble, he can encounter a Chain Chomp guarding the fortress. Depending on how the accompanying puzzle is solved by the reader, Mario will partially evade the Chomp (it manages to bite off a chunk of his shoe) and reach and scale the fortress wall, or will be bitten on the foot and be forced to flee.

In the best ending of Koopa Capers, Luigi encounters a gold Chain Chomp guarding a stash of coins. When the fumes from Wendy O. Koopa's botched wand combination potion reach the Chomp, it is knocked out and Luigi is able to claim the coins it was guarding.

Chain Chomps have additionally made various recurring appearances in the The Legend of Zelda games, and are the first overall appearance of large-sized Chain Chomps, even before Super Mario World 2: Yoshi's Island. In The Legend of Zelda: A Link to the Past, Chain Chomps appear as enemies in Turtle Rock. The Legend of Zelda: Link's Awakening features three domesticated Chain Chomps, one specific one named BowWow, stemming from the Japanese name for Chain Chomp, Wanwan, which is also an onomatopoeia for a dog's bark. The other two are small and lack chains, being the first depiction of chainless Chain Chomps. Chain Chomps reappear in Link's Awakening's port for the Game Boy Color, and in the 2019 Nintendo Switch remake, which gives the smaller two names, being ChowChow and CiaoCiao. In The Legend of Zelda: Four Swords and The Legend of Zelda: Four Swords Anniversary Edition, a Chain Chomp can be used as an item to eat enemies, though it may attack other Links as well. The Legend of Zelda: Four Swords Adventures features a single Chain Chomp as an enemy. In Hyrule Warriors, a Chain Chomp is Link's level three Ball and Chain weapon upgrade when using his Gauntlets moveset. The Chain Chomp in said game uses the design from games prior to the in-game redesign in Mario Kart: Double Dash!! (and as such resembles its artwork for said game).

A single Chain Chomp appears in Super Mario World 2: Yoshi's Island, in a room near the beginning of Sluggy The Unshaven's Fort. It attacks similarly to its other appearances, though it can also lash out at the screen. This Chain Chomp can be defeated by using a POW Block, or a Winged Cloud Maker. Doing so grants the player access to a room with a Message Block in it. This block will give the player a code that, when inputted in the level selection screen, will allow the player to freely access any of the Mini Battles.

Apart from this enemy, two other varieties of "Chomp" are introduced in this game: Shark Chomps and Incoming Chomps. These enemies lack chains and are massive in size, a trait retained by Chain Chomps in many future games. Chomp Rocks also make an appearance as objects or obstacles; they resemble Chomp heads made of rock.

In Yoshi's Story, chainless Chomps (also called Chomp Chomps[9]) only appear in Jungle Hut, World 4-1, where the Baby Yoshis must avoid three of these enemies to collect certain fruit within one of the huts. They are enormous, being one of the largest enemies in the game, and constantly move side-to-side, chomping as they move. Each appear on a different vertical level of the hut. If one manages to hurt a Yoshi, it will turn to the screen and make a growling laugh-like sound. Despite their in-game size, their in-engine sprite size is only 42x42 pixels.

While Chain Chomps themselves do not appear in Yoshi's Woolly World nor in Poochy & Yoshi's Woolly World, a new type of Chain Chomp, under the name Frame Chomp, is introduced as an enemy. Throwing a yarn ball at a Frame Chomp causes it to turn into a Chomp Rock. It is also possible to remove the yarn from a Chomp Rock created in this way, turning it back into a Frame Chomp.

In Super Mario RPG: Legend of the Seven Stars, Chomps first appear as guards in Booster Tower. In battle, Chomps can use skills like Iron Maiden and Carni-Kiss. They possess no strengths and a weakness to thunder attacks. Chomps have good defense; in fact, their defense exceeds their attack power. Since they are bound to a stake, the party can easily flee from the battle. The game also introduces golden, much more powerful versions of Chomps known as Chomp Chomps, as well as Kinklinks, which are Chomps used to hold chandeliers in Bowser's Keep.

In addition to Chomps being encountered as enemies, Bowser is able to equip and use a lighter-colored female Chomp as a weapon, after meeting it and befriending it inside of a secret room in Booster's Tower where it was captured by Booster. It has an average attack power of ten points, with a deviation of up to four points above or below. Bowser uses it as a flail before throwing it at the enemy, with the timed hit being activated by pressing the button as it hits, causing it to bite repeatedly. Other related weapons he can use are a Chomp Shell (indicated to be the husk or "shedding" of one) as well as a spiky type called a Spiked Link.

Mario Kart 64 features chainless Chomps, being the first game in the extended Mario franchise to do so outside of specific variations. They appear only in Rainbow Road, serving as obstacles as they roam up and down the track. If a racer hits a Chomp, they will be launched into the air as if they hit a Fake Item Box. Visually, they are nearly identical to the Chain Chomp in Super Mario 64 other than the lack of chain, though they are given a shinier texture.

In Mario Kart: Double Dash!!, a Chain Chomp is a Special item exclusively for Baby Mario and Baby Luigi, as well as Petey Piranha and King Boo, who have the ability to receive any other character's special item. It pulls the racers forward for a few seconds and bowls over other racers in its path, while a special tune plays. After a certain amount of time, it abandons the vehicle and goes on its own until it runs off the course. If at any time a Chain Chomp pulls the racers forward, and the kart gets hit with another item, it also abandons the vehicle and goes on its own until it runs off the course. If a kart gets hit by a Chain Chomp, the drivers will lose their items. The Chain Chomp may also go wild and accidentally cause the driver to go off the track. Bigger Chain Chomps also appear as obstacles on the Mario Circuit and Luigi Circuit tracks. This game also introduces its modern design in its in-game model, though its artwork for this game is recycled from the box art for Mario Golf: Toadstool Tour.

In Mario Kart DS, the Chain Chomp appears in the original Luigi Circuit racetrack from Mario Kart: Double Dash!! It no longer moves its mouth, instead holding it open constantly. In mission 3-3, Luigi has to get 15 coins at Luigi Circuit, avoiding the Chain Chomp that is now on the middle of the track. The player will lose their item if the Chain Chomp hits them. The new course Peach Gardens has several chainless ones in it as well, bouncing forward constantly while trailing Item Boxes behind them. In mission 5-1, the player must race a Chain Chomp around this track. The Chain Chomp was going to be an item, but was replaced by the Bullet Billhowever, they work very similar to one another. A Chain Chomp also has a cameo appearance on an ad in several tracks, next to the word "Dangerous".

In Mario Kart Wii, a chained Chain Chomp appears in Mario Circuit. They also appear in GCN Mario Circuit, while stray ones, now trailing chains in addition to their Item Boxes, reappear in DS Peach Gardens. Unlike the chainless ones in Mario Kart DS, they do not bounce on the ground. If any player or nearby CPU gets driven into the Chain Chomp, the player will get knocked back as if they ran and were hit with a Bullet Bill. An unchained Chain Chomp also appears as a stage hazard in Chain Chomp Wheel. After being shot out of a cannon at the beginning of the battle, it rolls around in the mid section of the roulette wheel, and squishes any racers who it runs into it. It looks exactly the same as the Chomps in Super Mario Galaxy. They also appeared in the May 2nd 2009 tournament.

Chomps also appear on Mario Kart 7's Rainbow Road. They appear on the moon portion of the track, rolling around the area. Players who run into a Chomp are knocked back and, like with every other hazard in the game, lose coins.

As N64 Rainbow Road returns in Mario Kart 8, so do the unchained Chain Chomps. This time, they bounce in place on the road, creating waves that are an advantage for racers to perform tricks, instead of roaming on it. In the building on the course Water Park a sign that says 'CAUTION! No Pets' has a picture of a Chain Chomp with a red line across it. Additionally, two Chain Chomps appear in GBA Cheese Land from the Animal Crossing Mario Kart 8 DLC pack, acting the same as they did in previous appearances, only now they may also hang above the ground momentarily as they lunge in attempt to hit any airborne racers while making it possible for other racers to pass directly under them. Also, Chain Chomps appear in adverts within the courses of the game for Chain Chomp Racing Chains. All these Chain Chomps return in Mario Kart 8 Deluxe.

In Mario Kart Tour, one Chain Chomp each appears in SNES Mario Circuit 2T and London Loop, and two appear in London Loop 2. They behave like the Chain Chomps found in Mario Kart 8 and Mario Kart 8 Deluxe's rendition of Cheese Land. The rolling type reappears in 3DS Rainbow Road. This game is the first time uncaptured Chain Chomps are portrayed as having light blue-colored irises in-game. A Chain Chomp also appears on a badge, as well as in paintings inside the main dojo at Ninja Hideaway.

In Mario Kart Live: Home Circuit, the Chain Chomp returns as an item, having the same ability as in Mario Kart: Double Dash!!. Also, gates can have billboards with a Chain Chomp sign on it, giving karts a Chain Chomp when they drive through it.

In Paper Mario, Chomps have a design based on the sprites of Shark Chomps. They are the theme of Dry Dry Ruins, which is decorated with statues in their likeness as well as Stone Chomps. Tutankoopa, the boss of Chapter 2, calls forth an infinite supply of Chomps one at a time to fight alongside him. They attack by lunging at the player. Afterward, a remaining Chomp, after Tutankoopa beckons it to come over while trying to soothe it by calling it "Chompy," proceeds to chase him, apparently wanting to bite him. In the ending parade, it is shown to be still chasing him, with two others joining after a bit.

Paper Mario: The Thousand-Year Door features two types of Chain-Chomps: Red Chomps, which appear in Glitzville, and traditional Chain-Chomps, appearing in the Palace of Shadow. Both types are found in the Pit of 100 Trials.

Chain-Chomps have very high attack and defense; they have the highest defense power in the game alongside Moon Clefts and Elite Wizzerds. When Mario first-strikes by jumping on them in the overworld, the camera bounces along them before Mario stomps them, making it slightly harder to perfectly attack them.

In Super Paper Mario, Francis has a pet Chain Chomp in his basement. They appear mainly in the Flipside Pit of 100 Trials where they attack the same as the one Francis has. Also, the guardian of The Underwhere is a "three-headed" Chain Chomp called Underchomp (it is actually three Chain Chomps, each of a different color). It is battled in an RPG manner similar to Mother, as opposed to normal boss fights. Dark Chomps are introduced in this game and are stronger versions of Chain Chomps, but they are only found in the Flopside Pit of 100 Trials.

In Paper Mario: Sticker Star, Big Chain Chomps appear in World 5, while the only regular Chain Chomp in the game appears in the final battle against Bowser. To defeat it, Mario needs a bat-type thing sticker or any Tail sticker to send the Chain Chomp and Bowser into a pit. This Chain Chomp has more health than Big Chain Chomps. Unlike most enemies, the Chain Chomp's appearance has not changed much from the previous Paper Mario games, though they now more closely resemble the modern Chain Chomp design rather than Chomp Sharks; notably, they have less teeth, their mouths are smaller, and they feature trapezoid-shaped segments between their bodies and chains.

A Big Chain Chomp made out of cardboard named Princess appears in Paper Mario: Color Splash right after the Bone Thing is obtained in Marmalade Valley, and also in the Bone Thing card animation when used during a battle. She is Prof. Kinopio's pet.

In Paper Mario: The Origami King, a Chain Chomp named Princess appears in Shogun Studios. While she does not harm Mario, she blocks the path to the Ninja Attraction by threatening to bite him. To get past Princess, Mario must trade the Baseball with the Dry Bones duo in exchange for a bone. When Princess is given the bone, she takes a liking to Olivia as hearts appear above her head. Princess will show affection every time Mario walks by her from then on.

A Paper Macho Chain Chomp appears in the Spring of Jungle Mist. If Mario chooses to follow Bowser Jr.'s or Olivia's directions at one point, they will reach a dead end and the Chomp will suddenly appear from the bushes and lunge at them, causing a Game Over. This means that the right path is Kamek's, so that the group can see the Chomp and avoid it, although they must escape and reach a tree root to trap it, and like before, if Mario does not keep up with the others, he receives a Game Over. While climbing the large tree, the Chomp will be chasing Mario and co., and a Game Over will result if the Chomp catches them. Once the group grabs onto the vine to swing away, the Chomp will attempt to leap after them, only to plummet. The Chomp does not appear again during revisits to the level.

Chain Chomps have also made plenty of appearances in the Mario Party series. Most of the time, they serve either as obstacles that players must avoid or as helpful items that steal stars or coins for players.

Chain Chomps first appear in Mario Party 2 in the minigame Sneak 'n' Snore, where the player has to sneak through a dungeon while avoiding being caught by a sleeping Chain Chomp in a barrel. If the Chain Chomp finds any players when it wakes, it eliminates them by grabbing them and throwing them into a Warp Pipe. Also, in the minigame Crazy Cutters, an image of a fossilized Chain Chomp sometimes appears. In the minigame Toad in the Box, it is one of the possible results a player may get when hitting a rotating block. If this happens, the player is crushed temporarily. In Pirate Land, a Chain Chomp can be seen on the lower-left island, guarding two Chain Chomp-shaped jail cells. In Bowser Land, a Chain Chomp appears near the center of the board, towing a wagon.

Chain Chomps appear in Mario Party 3 in a battle minigame called Merry-Go-Chomp. A Chain Chomp in this minigame eliminates any unlucky player who is closest to the Chain Chomp after the roulette has stopped spinning. In Game Guy's Sweet Surprise, Big Chomp and Little Chomp, two Chain Chomps of different sizes, are eating a cake; the player wins by correctly guessing which one will finish first. Also, on the Spiny Desert board, a chainless Chain Chomp can be seen near the start of the board, chewing on a bone.

Chainless Chain Chomps additionally appear as a partner in Duel Mode. They are not a default partner and must be earned in the lottery. They attack both the player and their partners. Their salary is six coins, they have 2 health, and they have 1 attack. Their special attack is to grow to a large size (resembling a Shark Chomp) to squash their opponent.

In Mario Party 4, an item called a Chomp Call is introduced in which four Chain Chomps are called to move the location of the Star. Another appearance is in the battle minigame Chain Chomp Fever, where a Chain Chomp is the primary obstacle the player must avoid. Also, in the background of this minigame, four Chain Chomp statues can be seen pouring lava into the lava lake. Chainless ones also appear in the 4-player minigame Long Claw of the Law as one of the possible characters the player must catch.

Chain Chomps also appear in Mario Party 5 as Chain Chomp Capsules. They can steal coins for free or steal a star for 30 coins, replacing Boo, which has become a playable character. They also appear in the 4-player minigame Chomp Romp, where players must lead a Chain Chomp through a park. In the 4-player minigame Night Light Fright, players have to stun Chain Chomps with a light as close as they can before the Chain Chomp tackles them. In the 4-player minigame, Rumble Fumble, Chain Chomps hide in any bucket and attack players that chose the wrong bucket.

In Mario Party 6, Chain Chomps are vital in Snowflake Lake to steal other players' stars. Players must pay them a fee at a Chain Chomp house depending on how much dice blocks they roll. They can pay 20 coins for 1 dice block during the daytime. In the nighttime, they can pay 10 coins for a dice block, 20 coins for 2, and 30 coins for 3. Defending players can counterattack Chain Chomps by possessing a Snack Orb.

Chain Chomps also appear in various minigames. In the 4-player minigame Throw Me a Bone, players ride a Chain Chomp and throw bones to lead the Chain Chomp to the finish line, while avoiding the obstructions. There are breakable stone pillars that stun the Chain Chomp if the Chain Chomp hits them. Chain Chomps can be a result in the Rare minigame Seer Terror. Chain Chomps occasionally appear in the background in the rare minigame Dunk Bros.

The minigame Chomp Walker features the player attempting to guide a Chain Chomp to the finish line. Meat and bones are scattered across the course; while eating a bone simply wastes time, eating meat causes the Chain Chomp to momentarily dash forward. There are also Chain Chomps in the minigame Barrel Peril, which involves attempting to advance toward the finish line in a barrel while avoiding the sleeping Chain Chomps. If the player walks by a Chain Chomp, it awakens and charges at the player, resulting in being momentarily stunned if they didn't hide in the barrel.

Chain Chomps in Pyramid Park in Mario Party 7 serve the same purpose as the ones in Snowflake Lake. They steal stars for players for a fee. The player must pay coins to roll the dice blocks as usual. Black Chain Chomps pays the player ten coins for one, and twenty for two. If a Red Chain Chomp is used, then it's ten coins for three. Chain Chomps appear in the 1-vs-3 mic game Wheel of Woe. They are one command that the player can give to attempt to eliminate the other three players.

In Mario Party 8, Chain Chomps appear in a special minigame, Chomping Frenzy, where the player has to feed Chain Chomps a certain fruit. Failing to do so results in a Chain Chomp becoming red and launching itself at the player. They also appear in the 4-player minigame At the Chomp Wash, where the players must to clean paint off of Chain Chomps. The duel minigame Cardiators also features Chain Chomps as one of the cards. They attack by charging at the opponent and deal 12 damage, being the most powerful of the 9 cards available. They utilize their in-game Mario Kart: Double Dash design from this game onwards.

A Chain Chomp is one of the bosses in Mario Party 9. The Chain Chomp is the stage boss of Magma Mine. In order to defeat it in the minigame Chain Chomp Romp, the players must choose a mine cart that travels down a path with a cannon at the end. Once they reach the cannon, the Chain Chomp takes damage, giving the player points(iron is one point, while a golden one is three points). If the player chooses an incorrect path, the Chomp attacks them with one point lost.

The same Chain Chomp can also appear in the minigame Bowser's Block Battle. If Bowser rolls it on his own metal die, then the Chain Chomp falls onto the arena and charges around, battering any players that are in its path and causing them to lose points. If it hits a wall, it turns around and charges a different direction.

Chain Chomps appear in Mario Party: Island Tour. One appears as the second boss of the Bowser's Tower mode (being faced off against on the tenth floor). Its minigame is Chain Chomp's Lava Lunge. This is its second appearance as a Boss Minigame opponent (the first being Chain Chomp Romp in Mario Party 9). One also appears in the board Perilous Palace Path, under the only Unlucky Space in the game.

Chain Chomps appear in the minigame Fruit or Foe in Mario Party: Star Rush. Here, they can be one of random potential characters that come out of a chosen house. When a Chain Chomp comes out of the house, the selected player gets attacked by the Chain Chomp and does not receive any fruit at all, in which the goal of the minigame is to amass the most fruits.

A Chain Chomp appears in Super Mario Party as a non-playable character. In the minigame Off the Chain, a player rides a Chain Chomp, and must use it to eliminate the other players. The Chain Chomp pauses before charging, and can be aimed during the time in which it pauses. Another Chain Chomp appears in the Kamek's Tantalizing Tower board and its Partner Party counterpart Tantalizing Tower Toys. Whenever a player lands on an Event Space next to it, the Chain Chomp will attack said player and cause them to lose coins.

A sleeping Chain Chomp appears briefly in the opening sequence in Mario Golf: Toadstool Tour. Yoshi during his round wakes up the Chain Chomp. The Chain Chomp barks at Yoshi and scares him. Mario Golf: Toadstool Tour features several holes in Peach's Castle Grounds and Bowser Badlands where a Chain Chomp devours any ball that enters its area, wasting two strokes.

Chain Chomps reappear in Mario Golf: Super Rush as obstacles on the Bowser Highlands course, where they are found sleeping. Should a player shoot a ball into their area, they will wake up and lunge at them, knocking the ball away. They also appear in the Battle Golf mode, causing players to lose coins if they hit them.

In Mario & Luigi: Superstar Saga, two Chain Chomp-related enemies appear. In Woohoo Hooniversity, Mecha-Chomps, dog-like mechanical Chomps, appear. The Chomp Bro, a variation of the Hammer Bro that swings and throws small Chomps as weapons, appear in Bowser's Castle. In the 3DS remake, however, Mecha-Chomps are replaced by Mechakoopas, though regular Chain Chomps appear as troops in the new Minion Quest: The Search for Bowser mode. Chain Chomps are melee troopers, and they attack by running into enemies. Their special skill, Charging Champ, allows them to charge through enemies in their path.

In Mario & Luigi: Partners in Time, the Pocket Chomp is a Bros. Item. At first it appears to be a small Chomp in a Mario Party-like orb, but when released, it more than triples in size and chases the brothers across the screen, forcing them to jump on any enemy in their way. Occasionally, a Chomp with a ribbon on its head and white eyelashes appears, and it is slower than a normal one. This is likely implying it is female. The Pocket Chomps bark, but it sounds more of the bark in Super Mario 64 and its remake than later games like Mario Party 7. The Elder Princess Shroob in battle uses Shroob versions of regular Chain Chomps.

A chainless Chomp also appears while Mario, Luigi, Baby Mario, and Baby Luigi are heading through the Warp Pipe to get to the top of the Princess Shroob statue in Shroob Castle. It leaps out of the basement's sewer water and bashes the pipe, redirecting its destination to the basement. Later, as the brothers are about to hit an Exclamation Mark Block to cross a pit of spikes and leave the basement, the Chomp leaps out of the water, eats the block, and heads into one of the five Warp Pipes visible on the map. The player must use the Star blocks that appear to damage the Chomp four times with lasers. However, on the final attempt, Chomps fill up all the pipes. The player can tell the correct Chomp apart from the others by looking at which one is barking the fastest. When it is defeated, the Chomp is destroyed and the block heads back to its original position. Unlike most chainless depictions of Chomps, this one has the chain holder in back rather than the back being smooth and round.

Chain Chomps appear in Mario & Luigi: Bowser's Inside Story as minions of Fawful, being called Chain Chawfuls. A Fawful-like Sworm is found inside them, forcing them to fight for Fawful. If Bowser can swallow the Sworm, then the Chain Chomp turns back to normal and run away. They also appear in the fight with Junker and Junker X when Mario or Luigi defeats a Junker Can. The Chain Chomp attempts to ram the brother that defeated the can, but it can be deflected by striking it with the hammer. Chain Chomps are also present among the smaller Piranha Plants Bowser must plow through to reach the two massive Piranha Plants at Peach's Castle, and lunge at Bowser in a straight horizontal line unlike the Piranha Plants that are implanted. One Chain Chomp is also present outside the final station in the Fawful Express battle.

Chain Chomps appear as enemies in Mario & Luigi: Dream Team. They appear in the final area, Neo Bowser Castle. In the field, they drag their respective Walker Guy towards the Bros. when spotted. At the start of battle, they always appear with a Walker Guy. If defeated, the Walker Guy will attempt to bring another into battle by running into the background and looking for one (which on occasion, fails), and thus the Walker Guy should be defeated first. The Chain Chomp is the force of the pair that enables them to attack, whether it be with the Walker Guy or not.

Chain Chomps may look at a Bro, and start to swing its chain with the Walker Guy holding on for dear life, where the Walker Guy will get flung off towards the Bro who wasn't looked at. The Bro the Walker Guy was flung towards must hammer them to the ground before them to avoid taking damage. The Chain Chomp will then charge at a Bro, who must be stopped by having the targeted Bro hammer it. If the Walker Guy is countered and the Chain Chomp attacks the same Bro, the Walker Guy will end up get mowed over and take damage.

A Chain Chomp may also drag its Walker Guy through the Bros., who must jump over or on either the Walker Guy or the Chain Chomp to avoid them. The Walker Guy takes more damage the longer it gets dragged about, and may attempt to pull the Chain Chomp back just before it hits a Bro, which may throw off the Bros.' timing. After either a Bro gets hit by this attack, or the attack fails to hit a Bro for long enough, it ends.

A lone Chain Chomp will head into the middle of the battlefield, and look about frantically, eventually deciding who to attack, and lunging at them, whether it be friend or foe. Mario and Luigi must hammer the Chain Chomp away if they are targeted, this can make the bros dizzy, and if successful, the Chain Chomp may attempt to charge at something else or end the attack.

Chain Chomps appear in Mario & Luigi: Paper Jam as enemies in both their normal and paper forms. Once again, they appear in Neo Bowser Castle. Chain Chomps do not appear on the field, and are only encountered in battle with a Shy Guy that holds both a regular Chain Chomp and a Paper Chain Chomp. The Chain Chomps attack by lunging at which bro they are parallel with, which must be jumped over, and then they both drag the Shy Guy at Paper Mario who must then jump. They can also attack a single bro, which before hand they will both jump a certain number of times, and the one that jumped the most will attack, which must be countered with the hammer. The regular Chain Chomp will go straight for the bro, while the Paper Chain Chomp will attack from behind. It is possible to defeat either Chain Chomp if it was targeted other than the Shy Guy holding them both. If one of the Chain Chomps were defeated, the Shy Guy (which is the main target) and the other Chain Chomp will run away with no EXP given. If there are any remaining enemies in the battle, the surviving Chain Chomps occasionally appear chasing a Paper Fuzzy, and the targeted bro must jump over the Chain Chomp. Any enemies aligned with the Chain Chomp's attack will also take damage.

During the final battle against Shiny RoboBowser, one of his attacks involve transforming his arms and legs into wheels and chasing them in the left direction. At the end of this attack, a Chain Chomp will appear which the Bros. must jump over and if no one takes damage from it, the Chain Chomp will damage Bowser which ends the attack.

In Mario Power Tennis there is a minigame that takes place in the Wario Factory Court featuring Chain Chomps. If fed, normal Chain Chomps reward the player one point. If shot with a Bob-omb, normal Chain Chomps become mad, and if shot with water, normal Chain Chomps fall asleep. Angry Chain Chomps reward players two points per ball, but if struck by a Bob-omb, they chase the player, and the player must hit a switch to avoid losing points. Striking angry Chain Chomps with water reverts them to normal. Sleeping Chain Chomps reward no points and must be woken with a Bob-omb.

A Chain Chomp appears as a playable character in Mario Tennis Aces, holding its racket in its mouth. Excluding capturing in Super Mario Odyssey, this marks the first time in any Mario game where a Chain Chomp is playable. Its emblem is a side view of a Chain Chomp with no pupils. Chain Chomp is classified as a Powerful character in the game, and its Special Shot is Unleash, in which it spins around an invisible axis with its chain before hitting the ball. Chain Chomp's horizontal and vertical Trick Shots are named Side Whirl and Vertical Whirl respectively, and both involve it spinning towards the ball. Its entrance animation has it lowered onto the court in a metal cage while it is asleep; however, the placement of the cage wakes it, causing it to bounce around until it destroys the cage and jumps out. Chain Chomp has three alternate costumes, all of which give it a white cap with its emblem on the front and a colored outline; this outline is yellow in its first alternate costume, red in its second, and green in its third. These costumes were originally earned by collecting participation points in the March 2019 online tournament, with 300 points unlocking the yellow costume, 1000 points unlocking the red costume, and 2000 points unlocking the green costume. The costumes returned in the October 2019 tournament and appear in every April and October tournament since, where 250 points unlock the yellow costume, 500 points unlock the red costume, and 1000 points unlock the green costume. Chain Chomp also appeared in both of the game's online tournament demos as an unlockable playable character, unlocked after 1500 participation points were accumulated in the first and after twelve matches were completed in the second. It also appears as an enemy in the adventure mode in the mission found on the Castle Bridge, Sure Shot Challenge (Advanced), where the player must hit 30 balls past the Chain Chomp without letting it hit three.

A single Chain-Chomp appears in Dance Dance Revolution: Mario Mix. It chases Mario (or Luigi) and Toad while they pursue Wario, who is carrying a Music Key. Shortly after this Chain-Chomp appears, Mario (or Luigi) plays the minigame, Chain-Chomp Chase in which he must outrun the Chain-Chomp and lose it.

Two Chain Chomps appear in Mario Superstar Baseball as an obstacle in the foul line in the Wario Palace field. There are two of these chain chomps placed on the course one being on the left and the other being on the right near the edge of the field. If a ball is hit at them when they are asleep they will wake up. After that any ball that comes in range they hit back into the field by head butting it. These balls are still catch able and do not count as fouls. There is also one that appears in the "Chain Chomp Sprint" minigame. It sleeps in the center of the bases, and if players are still running the bases it while it is awake, it rams into them, causing them to be out for a few seconds and they will lose half of their jewels. The Chain Chomp in Wario Palace also appears in the intro where it tries to attack Donkey Kong after he uses his climbing abilities to catch the ball.

Chain Chomps also appear in a minigame called Graffiti Runner. A character activates them by opening a treasure chest. Once activated, the Chain Chomp rampages through the field, removing any paint and hitting any player in the way, even if the player has a star.

In Super Princess Peach, normal Chain Chomps, along with a variation of Chain Chomp, known as Calm Chain Chomp, can be found. These Chain Chomps sleep unless Princess Peach wakes them up. They then act like normal Chain Chomps. Shark Chomps from Super Mario World 2: Yoshi's Island reappear, now called Big Chain Chomps. Chain Chomps do not bark in this game, but they did gain a chomping noise. Also, their chains are unlinked.

Super Mario Strikers features a Chain Chomp as an item with which the player can attack. If used, the Chomp attacks all opposing players on the field, leaving them on the ground for a few seconds. However it is very rare, and it only appears if the team is losing badly. It is the strongest offensive item in the game, however sometimes it backfires on the user. It may attack the user's team along with the opponent's team.

It reappears in the sequel, Mario Strikers Charged acting very similarly as they did in Super Mario Strikers. Like in the first game, it rampages around the whole field, attacking anyone who has the ball and stunning them for a certain amount of time. They appear only when the team is losing badly. They appear more often than in the previous game, however. On a side note, it is possible for the Playmaker and Defensive players to avoid the Chain Chomp. Balanced players can also avoid the Chain Chomp, but it is more difficult. Slower player types cannot avoid the Chain Chomp.

Chain Chomps appear as obstacles in both the Wii version and Nintendo DS version of Mario & Sonic at the Olympic Winter Games, where it appears in both the individual and team versions of Dream Ski Cross in the Wii version and Extreme Snowboarding in the Nintendo DS version. In both versions, being hit by the Chain Chomp will knock characters over and cause them to lose speed.

A Chain Chomp appears as an obstacle in Dream Equestrian in the Wii version of Mario & Sonic at the London 2012 Olympic Games, where it chases the characters for part of the course and tears up a bridge behind them, causing the cart to overbalance. One also appears as a? mark effect in London party mode, where it will remove a number of stickers from an opponent's current sticker sheet.

A Chain Chomp makes an appearance in Fortune Street. Once the player beats the Mario Circuit board, the shop will expand and have a Chain Chomp in the Mascots section. It is mistakenly named Chain Chomps, despite only one acting as a mascot.

Chain Chomps appear as an Assist Trophy in Super Smash Bros. for Nintendo 3DS / Wii U. They attack by lunging at opponents from their posts and chomping them for multiple hits. If the Chain Chomp falls off the stage, then it leaps back up onto it.

Chain Chomps also appear as enemies in Smash Run in Super Smash Bros. for Nintendo 3DS, attacking in the same manner as the Assist Trophy. Their bodies are invulnerable to any attack; the only way to defeat them is by attacking the post until it is free.

A Chain Chomp returns in Super Smash Bros. Ultimate as an Assist Trophy. Additionally, a Chain Chomp appears as an Advanced-class Attack-type primary spirit. It allows no support slots and, when equipped, makes the user slower but more difficult to launch. The corresponding spirit battle involves a metallic Pac-Man and a hostile Chain Chomp Assist Trophy on the Yoshi's Island stage. In addition to the Spirit Board, the Chain Chomp spirit can be obtained from Beedle's Tent for 1,000 Spirit Points.

Chain Chomps reappear as obstacles in certain stages in Mario + Rabbids Kingdom Battle. During the turn transition between the heroes and the enemies, the Chain Chomp will lunge at the closest character from its position, deducting 75 HP from the character it attacks. Aside from their trademark barks, Chain Chomps have realistic growls in this game.

In Bayonetta 2, a Chain Chomp is used as a weapon by Bayonetta and Jeanne. Upon completing the game on 3rd Climax (Hard Mode) or (in the Nintendo Switch version) scanning an amiibo relating to Bowser and his minions, a special Golden LP is unlocked. When the player returns to Rodin's Shop, Rodin will immediately mention the LP's importance. The LP contains the Bob-omb Battlefield theme from Super Mario 64, and when Rodin returns from Inferno, he brings the Chain Chomp, which can be equipped by both Bayonetta and Jeanne as a foot weapon, with them using the chain and the creature itself as a flail. Certain attacks will also have the Chain Chomp shoot out lighter versions of itself that latch onto enemies and explode after a few seconds. As a reference to Bow Wow from Link's Awakening, the Chain Chomp will also automatically lunge at nearby enemies and chests, lightly damaging them as well as wandering cats in certain stages.

In a 2017 interview, it was revealed that Chain Chomps were originally going to be in Super Mario World, as evidenced by a prototype sprite sheet.[10] Its chain still exists unused in the final game, with the enemy graphics overwritten by Fishin' Lakitu.[11]

Chomps resemble a ball with chains and come in various sizes, often bigger than Mario. They have big circular eyes, large gaping mouths, and razor-sharp teeth. Most also have a restraining tail-like chain, which are commonly tied to some sort of post to restrict their movement. These creatures are colored black or dark blue with bright white eyes and teeth (though they have appeared in other colors, such as red, blue, and yellow). Unlike most enemies from the Mario games, Chomps are usually not sapient compared to other enemies such as Goombas and Shy Guys; they can communicate, however, through dog-like barks (hence their Japanese name). Behavior-wise, they act similar to guard dogs. Some items, such as the Chomp Whistle and Pocket Chomp, can be used to summon Chomps, displaying their traits of loyalty and obedience, similar to a dog. Chain Chomps have a tendency to sleep, as shown in some games such as Mario Golf: Toadstool Tour, Mario Superstar Baseball, Mario Power Tennis, and various Mario Party minigames including Sneak 'n' Snore.

Chain Chomps have changed little since their debut appearance. The most notable changes throughout their appearances, though, are the size proportion, and amount of their teeth. Chain Chomps in their earlier appearances have smaller teeth that are more equal size of each other, notably in Mario Party 4, Mario Golf: Toadstool Tour, Mario Party 5, Mario Power Tennis, Mario Party 6, Mario Party 7, and Super Mario Strikers. These appearances depict them with black chains, eight teeth on the upper jaw, and nine teeth on the lower jaw (this teeth order is reversed in some games). In some appearances beginning in Yoshi Story, Paper Mario, and Super Mario Sunshine, their teeth are generally larger in proportion to their bodies to compensate for having less teeth, and the teeth near the center are more noticeably bigger compared to those at the corners of the mouth. While subsequent games did not immediately use the different design, this design has eventually replaced the older designs in newer games.

Chomps are some of the tougher enemies in the Mario franchise. In a couple of games, they are invincible, and they usually have an above-average defense in RPGs. Many games seem to even hint that they are made of a hard, metallic substance. If they are not invincible in a game, they are shown to be quite resilient instead. For example, in Bowser's Inside Story, they have a hole cut in their head and an enemy living inside them, yet are shown to be fine should Bowser inhale the enemy inside them. Their main method of attack is lunging at the enemy and biting them, though they are usually pulled back by their chains. Chainless Chomps, therefore, make for more difficult enemies, especially due to them generally being larger than their other brethren. With a few exceptions (such as in Paper Mario), most Chomps that are not tied charges at their enemy instead of lunging.